cbuffer cbPerObject
{
    float4x4 TransformMatrix;
};

float4 VS(float3 vertex : POSITION) : SV_Position
{
    return mul(float4(vertex, 1.0), TransformMatrix);
}

float4 PS() : SV_Target
{
    return float4(1.0, 1.0, 1.0, 1.0);
}

technique10 AxisRenderer
{
    pass P0
    {
        SetVertexShader(CompileShader(vs_4_0, VS()));
        SetGeometryShader(NULL);
        SetPixelShader(CompileShader(ps_4_0, PS()));
    }
}
